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Stats for Iconics, Where to Find?
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<blockquote data-quote="kjenks" data-source="post: 1962561" data-attributes="member: 12892"><p>The Living Greyhawk campaign allowed the use of an iconic character to help out at low-level tables. When the campaign converted from 3e rules to 3.5e, iconics were still allowed for a few months, but there were no official 3.5e versions of the iconics. So I updated the iconic characters from 3e to 3.5e:</p><p></p><p>Tordek, male dwarf, Ftr 1: CR 1; Medium-size humanoid (dwarf); HD 1d10+3; hp 13; Init +1; Spd 20 ft; AC 17 (touch 11, flat-footed 16); BAB +1; Grpl +3; Atks +4 melee (1d10+2/x3, dwarven waraxe), or +2 ranged (1d6/x3 shortbow); SQ Dwarven traits; AL LN; SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 6.</p><p>Skills and Feats: Climb +0, Jump +0, Combat Reflexes, Weapon Focus (dwarven waraxe).</p><p>Posessions: Traveler's outfit, scale mail, heavy wooden shield, dwarven waraxe, shortbow, quiver with 20 arrows, backpack with waterskin, 1 day trail rations, bedroll, sack and flint and steel.</p><p></p><p>[Changes: Spd 15 ft to Spd 20 ft; Exotic Weapon Proficiency to Combat Reflexes; large wooden shield to heavy wooden shield]</p><p></p><p>Mialee, female elf Wiz1: CR 1; Medium-size humanoid (elf); HD 1d4; hp 4; Init +7; Spd 30 ft; AC 13 (touch 13, flat-footed 10); BAB +0; Grpl +0; Atks +0 melee (1d6/x2, quarterstaff), or -6 melee (1d6/x2, quarterstaff) and -10 melee (1d6/x2, quarterstaff), or +3 ranged (1d6/x3 shortbow); SQ Elven traits; AL N; SV Fort +0, Ref +3, Will +3; Str 10, Dex 16, Con 10, Int 15, Wis 13, Cha 8.</p><p>Skills and Feats: Concentration +4, Knowledge (arcana) +6, Listen +3, Search +5, Spellcraft +6, Spot +3, Tumble +4; Scribe Scroll (virtual), Improved Initiative.</p><p>Spells Prepared (3/2; base DC = 12 + spell level): 0--daze, ray of frost, read magic; 1st--enlarge person, sleep.</p><p>Spellbook: 0--all of them; 1st--charm person, enlarge person, mage armor, magic missile, sleep.</p><p>Posessions: Traveler's outfit, quarterstaff, shortbow, quiver of 20 arrows, backpack with waterskin, 1 day trail rations, bedroll, sack, flint and steel, 10 candles, map case, 3 pages parchment, ink and pen, spell pouch, spellbook.</p><p></p><p>[Changes: 1 rank of Search to Tumble; Toughness to Improved Initiative; Summon Monster I to Enlarge Person]</p><p></p><p>Lidda, female halfling Rog1: CR 1; Small-size humanoid (halfling); HD 1d6+1; hp 7; Init +7; Spd 20 ft; AC 16 (touch 14, flat-footed 13); BAB +0; Grpl -4; Atks +1 melee (1d4/19-20x2, small shortsword), or +4 ranged (1d6/x2 small light crossbow); SQ Halfling traits; AL CG; SV Fort +2, Ref +6, Will +1; Str 10, Dex 17, Con 13, Int 14, Wis 10, Cha 8.</p><p>Skills and Feats: Climb +6, Disable Device +6, Gather Information +1, Hide +11, Jump +6, Listen +6, Move Silently +9, Open Locks +7, Search +6, Spot +4, Tumble +7, Use Magic Device +1; Improved Initiative.</p><p>Posessions: Explorer's outfit, small leather armor, small shortsword, small light crossbow, 10 crossbow bolts, small dagger, backpack with waterskin, 1 day trail rations, bedroll, sack, flint and steel, thieve's tools, hooded lantern, 3 pints of lantern oil.</p><p></p><p>[Changes: weapons are small]</p><p></p><p>Jozan, male human Clr1: CR 1; Medium-size humanoid (human); HD 1d8+2; hp 10; Init -1; Spd 20 ft; AC 15 (touch 9, flat-footed 15); BAB +0; Grpl +1; Atks +1 melee (1d8+1/x2, heavy mace), or -1 ranged (1d8/x2 light crossbow); SA Turn Undead 4/day; AL NG; SV Fort +4, Ref -1, Will +4; Str 12, Dex 8, Con 14, Int 10, Wis 15, Cha 13.</p><p>Skills and Feats: Concentration +6, Heal +5, Listen +4, Knowledge (religion) +1, Spellcraft +4, Spot +4; Alertness, Scribe Scroll.</p><p>Spells Prepared (3/2+1; base DC 12 + spell level); 0--detect poison, guidance, read magic, 1st--bless, protection from evil*, shield of faith.</p><p>* Domain spell; Deity: Pelor; Domains: Good and Healing.</p><p>Posessions: Cleric's vestments, scale armor, heavy wooden shield, heavy mace, light crossbow, 10 crossbow bolts, backpack with waterskin, 1 day trail rations, bedroll, sack, flint and steel, wooden holy symbol (sun disk of Pelor), 3 torches.</p><p></p><p>[Changes: 1 rank of Heal to Knowledge (religion); large wooden shield to heavy wooden shield]</p><p></p><p>In my opinion, these cats should have mounts, Ride and Handle Animal, reach weapons, scrolls, potions, tanglefoot, acid, nets, smokesticks, etc., but I tried for a straightforward 3.5e conversion, changing only the things that were really obvious, like giving the high-DEX wizard a rank of Tumble, giving more than one character a Knowledge skill, etc. </p><p></p><p>In retrospect, given how Power Attack has become much more important in 3.5e, I'd give Tordek Power Attack instead of Combat Reflexes.</p></blockquote><p></p>
[QUOTE="kjenks, post: 1962561, member: 12892"] The Living Greyhawk campaign allowed the use of an iconic character to help out at low-level tables. When the campaign converted from 3e rules to 3.5e, iconics were still allowed for a few months, but there were no official 3.5e versions of the iconics. So I updated the iconic characters from 3e to 3.5e: Tordek, male dwarf, Ftr 1: CR 1; Medium-size humanoid (dwarf); HD 1d10+3; hp 13; Init +1; Spd 20 ft; AC 17 (touch 11, flat-footed 16); BAB +1; Grpl +3; Atks +4 melee (1d10+2/x3, dwarven waraxe), or +2 ranged (1d6/x3 shortbow); SQ Dwarven traits; AL LN; SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 6. Skills and Feats: Climb +0, Jump +0, Combat Reflexes, Weapon Focus (dwarven waraxe). Posessions: Traveler's outfit, scale mail, heavy wooden shield, dwarven waraxe, shortbow, quiver with 20 arrows, backpack with waterskin, 1 day trail rations, bedroll, sack and flint and steel. [Changes: Spd 15 ft to Spd 20 ft; Exotic Weapon Proficiency to Combat Reflexes; large wooden shield to heavy wooden shield] Mialee, female elf Wiz1: CR 1; Medium-size humanoid (elf); HD 1d4; hp 4; Init +7; Spd 30 ft; AC 13 (touch 13, flat-footed 10); BAB +0; Grpl +0; Atks +0 melee (1d6/x2, quarterstaff), or -6 melee (1d6/x2, quarterstaff) and -10 melee (1d6/x2, quarterstaff), or +3 ranged (1d6/x3 shortbow); SQ Elven traits; AL N; SV Fort +0, Ref +3, Will +3; Str 10, Dex 16, Con 10, Int 15, Wis 13, Cha 8. Skills and Feats: Concentration +4, Knowledge (arcana) +6, Listen +3, Search +5, Spellcraft +6, Spot +3, Tumble +4; Scribe Scroll (virtual), Improved Initiative. Spells Prepared (3/2; base DC = 12 + spell level): 0--daze, ray of frost, read magic; 1st--enlarge person, sleep. Spellbook: 0--all of them; 1st--charm person, enlarge person, mage armor, magic missile, sleep. Posessions: Traveler's outfit, quarterstaff, shortbow, quiver of 20 arrows, backpack with waterskin, 1 day trail rations, bedroll, sack, flint and steel, 10 candles, map case, 3 pages parchment, ink and pen, spell pouch, spellbook. [Changes: 1 rank of Search to Tumble; Toughness to Improved Initiative; Summon Monster I to Enlarge Person] Lidda, female halfling Rog1: CR 1; Small-size humanoid (halfling); HD 1d6+1; hp 7; Init +7; Spd 20 ft; AC 16 (touch 14, flat-footed 13); BAB +0; Grpl -4; Atks +1 melee (1d4/19-20x2, small shortsword), or +4 ranged (1d6/x2 small light crossbow); SQ Halfling traits; AL CG; SV Fort +2, Ref +6, Will +1; Str 10, Dex 17, Con 13, Int 14, Wis 10, Cha 8. Skills and Feats: Climb +6, Disable Device +6, Gather Information +1, Hide +11, Jump +6, Listen +6, Move Silently +9, Open Locks +7, Search +6, Spot +4, Tumble +7, Use Magic Device +1; Improved Initiative. Posessions: Explorer's outfit, small leather armor, small shortsword, small light crossbow, 10 crossbow bolts, small dagger, backpack with waterskin, 1 day trail rations, bedroll, sack, flint and steel, thieve's tools, hooded lantern, 3 pints of lantern oil. [Changes: weapons are small] Jozan, male human Clr1: CR 1; Medium-size humanoid (human); HD 1d8+2; hp 10; Init -1; Spd 20 ft; AC 15 (touch 9, flat-footed 15); BAB +0; Grpl +1; Atks +1 melee (1d8+1/x2, heavy mace), or -1 ranged (1d8/x2 light crossbow); SA Turn Undead 4/day; AL NG; SV Fort +4, Ref -1, Will +4; Str 12, Dex 8, Con 14, Int 10, Wis 15, Cha 13. Skills and Feats: Concentration +6, Heal +5, Listen +4, Knowledge (religion) +1, Spellcraft +4, Spot +4; Alertness, Scribe Scroll. Spells Prepared (3/2+1; base DC 12 + spell level); 0--detect poison, guidance, read magic, 1st--bless, protection from evil*, shield of faith. * Domain spell; Deity: Pelor; Domains: Good and Healing. Posessions: Cleric's vestments, scale armor, heavy wooden shield, heavy mace, light crossbow, 10 crossbow bolts, backpack with waterskin, 1 day trail rations, bedroll, sack, flint and steel, wooden holy symbol (sun disk of Pelor), 3 torches. [Changes: 1 rank of Heal to Knowledge (religion); large wooden shield to heavy wooden shield] In my opinion, these cats should have mounts, Ride and Handle Animal, reach weapons, scrolls, potions, tanglefoot, acid, nets, smokesticks, etc., but I tried for a straightforward 3.5e conversion, changing only the things that were really obvious, like giving the high-DEX wizard a rank of Tumble, giving more than one character a Knowledge skill, etc. In retrospect, given how Power Attack has become much more important in 3.5e, I'd give Tordek Power Attack instead of Combat Reflexes. [/QUOTE]
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